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  • Left-click button inconsistently clicks in Lubuntu

    - by thebaer
    Just recently installed Lubuntu 12.10 on my Samsung N130 netbook, and left-clicking only works every once in a while. Here is the output from synclient, if it helps. Before changing MaxTapTime to 0, tapping to click worked fine. Clicking with hardware button worked fine on previous versions of Ubuntu before switching to Lubuntu on same computer. Parameter settings: LeftEdge = 1775 RightEdge = 5503 TopEdge = 1652 BottomEdge = 4662 FingerLow = 25 FingerHigh = 30 FingerPress = 256 MaxTapTime = 0 MaxTapMove = 245 MaxDoubleTapTime = 180 SingleTapTimeout = 180 ClickTime = 100 FastTaps = 0 EmulateMidButtonTime = 75 EmulateTwoFingerMinZ = 282 EmulateTwoFingerMinW = 7 VertScrollDelta = 111 HorizScrollDelta = 111 VertEdgeScroll = 0 HorizEdgeScroll = 0 CornerCoasting = 0 VertTwoFingerScroll = 1 HorizTwoFingerScroll = 0 MinSpeed = 1 MaxSpeed = 1.75 AccelFactor = 0.0359131 TrackstickSpeed = 40 EdgeMotionMinZ = 30 EdgeMotionMaxZ = 160 EdgeMotionMinSpeed = 1 EdgeMotionMaxSpeed = 445 EdgeMotionUseAlways = 0 TouchpadOff = 0 LockedDrags = 0 LockedDragTimeout = 5000 RTCornerButton = 2 RBCornerButton = 3 LTCornerButton = 0 LBCornerButton = 0 TapButton1 = 1 TapButton2 = 3 TapButton3 = 0 ClickFinger1 = 1 ClickFinger2 = 1 ClickFinger3 = 0 CircularScrolling = 0 CircScrollDelta = 0.1 CircScrollTrigger = 0 CircularPad = 0 PalmDetect = 0 PalmMinWidth = 10 PalmMinZ = 200 CoastingSpeed = 20 CoastingFriction = 50 PressureMotionMinZ = 30 PressureMotionMaxZ = 160 PressureMotionMinFactor = 1 PressureMotionMaxFactor = 1 ResolutionDetect = 1 GrabEventDevice = 1 TapAndDragGesture = 1 AreaLeftEdge = 0 AreaRightEdge = 0 AreaTopEdge = 0 AreaBottomEdge = 0 HorizHysteresis = 27 VertHysteresis = 27 ClickPad = 0

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  • Lenovo Ideapad Unstable Touchpad Cursor

    - by vicban3d
    I recently installed Ubuntu 14.04 on my Lenovo Yoga 2 Pro and there is a problem with the touchpad. Whenever I lift my finger from the touchpad or click, the cursor moves a little bit to a random direction which makes me miss the target I wanted to click. This is very annoying and I couldn't find a solution online. Can anyone tell me whether there is a solution to this problem and how would I fix it? Thanks in advance.

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  • How to use uTouch on multitouch-enabled touchpads?

    - by Freddi
    I currently have a Synaptics touchpad with only few classic multitouch features (2 finger scroll, right click). By installing the uTouch testing suite, I saw that it doesn't accept my touchpad as input device. I want to buy a newer notebook and would like to benefit of uTouch features (window management, swipe, pinch, rotate). Does uTouch only work on touchscreens or also on touchpads? What requirements should I take into account when choosing a new notebook?

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  • GestureListener's fling method doesn't get called

    - by nosferat
    I'm using SimpleGestureDetector from the libgdx-users Wiki as my InputProcessor. I set it in the created() method: Gdx.input.setInputProcess(new SimpleDirectionGestureDetector(charController)); charController is my class which implements the DirectionListener interface defined in the SimpleDirectionGestureDetector class and it is responsible for moving the player character. However the character doesn't change direction when I'm performing a fling action in any direction. I've checked and the fling() method in the SimpleDirectionGesture class doesn't get called and I have no idea why, since everything seems good. What am I doing wrong?

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  • Synaptics Touchpad cannot move while pressing a key? V 8.1

    - by Corin
    my Synaptics touchpad refuses to move anytime I am pressing a key on the keyboard. I've looked everywhere on the internet telling me to go to Device Pointer Properties, then Settings, then Pointing, then Sensitivity then mess with Palm Check, but Palm Check isn't there and it isn't anywhere else. Please respond to this as this is pretty frustrating. My touchpad is Synaptics ClickPad V8.1 Would installing an older driver give me a palm check option? If so, where do I install an older one

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  • How do i fix the slow scroll in browsers and high XOrg cpu usage

    - by Virgil
    I am facing an issue while scrolling in browsers(firefox, chrome, and opera) , scroll is jagged and slow. Also when scrolling the cpu usage spikes. I am currently running ubuntu natty(beta 1), switched from ubuntu 10.10 where the problem was worse. I am using the nvidia beta driver, which ubuntu installed automatically. My graphic card is nvidia Quadro NVS 150M. I tried running ubuntu without the effects on , but when using multiple applications at the same time xorg usage spikes again. Additional info: 2GB of RAM and an intel core 2 duo processor. Any help would be greatly appreciated. Thanks in advance!

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  • Multitouch screen not detected on Asus Taichi 21DH71

    - by geekfreak
    I just bought this Ultrabook "Asus Taichi 21 DH71". This has Intel 3rd generation i7 processor and 4gb ram with 256 gb SSD. The main feature is that it is a hybrid machine. Naming it has dual screens. When the lid is closed it can be used as a tablet and when lid open it can be used as a notebook. This machine can also be used with the two screens on at the same time. I used ubuntu many years ago and loved it. But I never tried any linux later. My questions are Does the new version of Ubuntu support the Multitouch interface? Will it work specifically on this machine? Will Ubuntu support gestures on multi touchpad? Update 2/22/2013 I did try the latest 64bit Ubuntu(12.10) from live usb and noticed that it couldn't detect the tablet screen. Everything else worked seamlessly. Do you guys think the tablet screen would be detected if I make a complete installation on to the notebook? Please help guys..

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  • How to tell what part of a 3D cube was touched

    - by user2539517
    I am writing a rather simple android game and I am implementing Open GL to draw a 3D cube that spins upon the X, Y and Z axis and I need to know where the user has clicked on the texture of the cube. The texture is a simple square bitmap (100x100) that has a smaller square in the center. I need to know if the user touches the inner square. As well was tell which face of the cube the user touches. Does anyone know how this can be accomplished if not can anyone give some pseudo code on how to tell where the ray correlates to the texture? Or at least point me in the right direction. The textures of each face are like this: The code I am using is from: http://www3.ntu.edu.sg/home/ehchua/programming/android/Android_3D.html2.9 It is a port to android from Lesson 6 NeHe. Example 6a: Photo-Cube

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  • Unable to Restore Nexus 7 2013

    - by belkinsa
    I have a Nexus 7 2013 with FLO-04.01 bootloader and I tired ./flash-all.sh and it fails. Happens every time. Output below: svetlana@svetlana-TECRA-M5:~/Downloads/razor-krt16s$ sudo ./flash-all.sh [sudo] password for svetlana: < waiting for device > sending 'bootloader' (3911 KB)... OKAY [ 0.163s] writing 'bootloader'... OKAY [ 1.446s] finished. total time: 1.609s rebooting into bootloader... OKAY [ 0.006s] finished. total time: 0.006s archive does not contain 'boot.sig' archive does not contain 'recovery.sig' failed to allocate 721539744 bytes error: update package missing system.img svetlana@svetlana-TECRA-M5:~/Downloads/razor-krt16s$

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  • Mobile broadband not connect without unplug and plug

    - by Muhammad Zohaib
    I have recently installed ubuntu 13.10 and I am still very new in this operating system. My problem is that when I start my computer, it detects all the wifi connections around but not my mobile broadband usb connection (huwaie). I dont get any mobile broadband section automatically. I have to unplug and then plug my broadband usb to connect and have mobile broadband section available. I dont like to unplug and then plug my device always as it will loose my laptop and I always want to be plug in laptop even in shutdown. I always want to auto detect my usb broadband by ubuntu. Please someone guide me. Thanks in advance.

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  • Examples of Android Joystick Controls? [on hold]

    - by KRB
    I can't seem to find any well executed code examples for Android joystick controls. Whatever it may be, algorithms, pseudo code, actual code examples, strategies, or anything to assist with the design and implementation of Android joystick controls; I can't seem to find anything decent on the net. What are some well executed examples? More specifically, Pseudo Code Current Examples Idea/Design Functionality Description Controller Hints Related Directly to Android Architecture What kind of classes will I have making this? Will there be only one? How would this be implemented to the game architecture? All things I am thinking about. Cheers! UPDATE I've found this on the subject Joystick Example1, though I am still looking for different examples/resources. Answered my own question with a link to the code of the above video. It's a fantastic start to Android Joystick Controls.

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  • Getting a 404 when using the Nexus 7 installer PPA, how do I fix this? [duplicate]

    - by Vitaliy
    This question already has an answer here: How can I fix a 404 Error when using a PPA? 2 answers ubuntu 13.10 sudo add-apt-repository ppa:ubuntu-nexus7/ubuntu-nexus7-installer OK sudo apt-get update: W: ?? ??????? ???????? http://ppa.launchpad.net/ubuntu-nexus7/ubuntu-nexus7-installer/ubuntu/dists/saucy/main/binary-amd64/Packages 404 Not Found W: ?? ??????? ???????? http://ppa.launchpad.net/ubuntu-nexus7/ubuntu-nexus7-installer/ubuntu/dists/saucy/main/binary-i386/Packages 404 Not Found Thanks for the answer

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  • android multitouch problem

    - by Max
    Im aware that there a a couple of posts on this matter, but Ive tried all of them and none of them gets rid of my problem. Im starting to get close to the end of my game so I bought a cabel to try it on a real phone, and as I expected my multitouch dosnt work. I use 2 joysticks, one to move my character and one to change his direction so he can shoot while walking backwards etc. my local variable: public void update(MotionEvent event) { if (event == null && lastEvent == null) { return; } else if (event == null && lastEvent != null) { event = lastEvent; } else { lastEvent = event; } int index = event.getActionIndex(); int pointerId = event.getPointerId(index); statement for left Joystick: if (pointerId == 0 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > steeringxMesh - 50 && (int) event.getX() < steeringxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { dragging = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { dragging = false; } if (dragging) { //code for moving my character statement for my right joystick: if (pointerId == 1 && event.getAction() == MotionEvent.ACTION_DOWN && (int) event.getX() > shootingxMesh - 50 && (int) event.getX() < shootingxMesh + 50 && (int) event.getY() > yMesh - 50 && (int) event.getY() < yMesh + 50) { shooting = true; } else if (event.getAction() == MotionEvent.ACTION_UP) { shooting = false; } if (shooting) { // code for aiming } This class is my main-Views onTouchListener and is called in a update-method that gets called in my game-loop, so its called every frame. Im really at a loss here, I've done a couple of tutorials and Ive tried all relevant solutions to similar posts. Can post entire Class if necessary but I think this is all the relevant code. Just hope someone can make some sence out of this.

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  • Middle-click does nothing but makes window controls appear

    - by hleinone
    Just did a fresh install of Precise Pangolin on my laptop and noticed that the middle-click (actually three finger-tap on the touchpad) on Firefox doesn't work as it used to. When doing it on a link it doesn't get opened on a new tab, in fact, it doesn't get opened at all. Only the (useless) window size and position controls appear, as demonstrated on terminal in the following screen shot. How do I get my tab-opening middle-clicks back?

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  • LWJGL: Camera distance from image plane?

    - by Rogem
    Let me paste some code before I ask the question... public static void createWindow(int[] args) { try { Display.setFullscreen(false); DisplayMode d[] = Display.getAvailableDisplayModes(); for (int i = 0; i < d.length; i++) { if (d[i].getWidth() == args[0] && d[i].getHeight() == args[1] && d[i].getBitsPerPixel() == 32) { displayMode = d[i]; break; } } Display.setDisplayMode(displayMode); Display.create(); } catch (Exception e) { e.printStackTrace(); System.exit(0); } } public static void initGL() { GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); GL11.glClearDepth(1.0); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LEQUAL); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GLU.gluPerspective(45.0f, (float) displayMode.getWidth() / (float) displayMode.getHeight(), 0.1f, 100.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST); } So, with the camera and screen setup out of the way, I can now ask the actual question: How do I know what the camera distance is from the image plane? I also would like to know what the angle between the image plane's center normal and a line drawn from the middle of one of the edges to the camera position is. This will be used to consequently draw a vector from the camera's position through the player's click-coordinates to determine the world coordinates they clicked (or could've clicked). Also, when I set the camera coordinates, do I set the coordinates of the camera or do I set the coordinates of the image plane? Thank you for your help. EDIT: So, I managed to solve how to calculate the distance of the camera... Here's the relevant code... private static float getScreenFOV(int dim) { if (dim == 0) { float dist = (float) Math.tan((Math.PI / 2 - Math.toRadians(FOV_Y))/2) * 0.5f; float FOV_X = 2 * (float) Math.atan(getScreenRatio() * 0.5f / dist); return FOV_X; } else if (dim == 1) { return FOV_Y; } return 0; } FOV_Y is the Field of View that one defines in gluPerspective (float fovy in javadoc). This seems to be (and would logically be) for the height of the screen. Now I just need to figure out how to calculate that vector.

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  • Syanptics Touchpad Won't Re-enable

    - by user71607
    I disabled my Synaptics touchpad while a key on my keyboard and now I can't get it to work again. When I press that key again it says the touchpad turns back on but will not work at all. Rebooting doesn't help, and I tried installing touchpad-indicator but when I try to enable from there it says that it enables, but the icon remains like it's disabled. The odd thing is that it works on the lock screen so I know the drivers aren't messed up, it's just a setting. Also, the touchpad works on guest mode but still nothing on my account. I tried using gconf to set the touchpad_enable to true and it worked, it sure set it. Doesn't make a difference though, my touchpad is still useless. Terminal commands I've used: gconftool-2 --set --type boolean /desktop/gnome/peripherals/touchpad/touchpad_enabled true synclient Touchpadoff=0 modprobe psmouse

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  • How to get past "sending 'system' (92311 KB)..." when installing ubuntu on Nexus 7

    - by brew182
    I'm in the process of installing the Ubuntu image onto my Nexus 7 following these directions. I am on the step 4 and typed in phablet-flash -b and it downloaded some files, erased 'system' and is now on sending 'system' (92311 KB)... However, it has been on this step for about 3 hours now. I am assuming it shouldn't take this long so how can I go about getting out of this and restarting the flash without bricking my device?

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  • permanently disable bluetooth

    - by NotABluetoothUser
    I simply don't use bluetooth. Since it can be a security risk and also drains the battery I would like to keep it deactivated. I quickly found the option to turn it off in the settings menu, but the problem is: it doesn't stay dead! Everytime I pull my Nexus 4 out of standby mode bluetooth reappears in the top bar as if I never deactivated it. How can I deactivate it so it stays deactivated or better yet how can I remove it from my phone entirely? I tried sudo apt-get remove bluez bluetooth, but I am not allowed to edit this package.

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  • Creating a mouse drag done observable with Reactive Extensions

    - by juharr
    I have the following var leftMouseDown = Observable.FromEvent<MouseButtonEventArgs>(displayCanvas, "MouseLeftButtonDown"); var leftMouseUp = Observable.FromEvent<MouseButtonEventArgs>(displayCanvas, "MouseLeftButtonUp"); var mouseMove = Observable.FromEvent<MouseEventArgs>(displayCanvas, "MouseMove"); var leftMouseDragging = from down in leftMouseDown let startPoint = down.EventArgs.GetPosition(displayCanvas) from move in mouseMove.TakeUntil(leftMouseUp) let endPoint = move.EventArgs.GetPosition(displayCanvas) select new { Start = startPoint, End = endPoint }; which when I subscribe to it will give me the start point of the drag and the current end point. Now I need to do something once the drag is done. I was unsuccessful in attempting to do this completely with RX and ended up doing leftMouseDragging.Subscribe(value=> { dragging = true; //Some other code }); leftMouseUp.Subscribe(e=> { if(dragging) { MessageBox.Show("Just finished dragging"); dragging = false; } }); This works fine until I do a right mouse button drag. Then when I click the left mouse button I get the message box. If I only do a left button drag I get the message box, and then clicking the left mouse button doesn't produce the box. I'd like to do this without the external state, but if nothing else I'd at least like for it to work properly. FYI: I tried making dragging volatile and using a lock, but that didn't work. EDIT It turns out my problem was with a right click context menu. Once I got rid of that my above code worked. So, now my problem is how to I get to have the context menu and still have my code work. I assume the Context menu was handling the left mouse click and that somehow caused my code to not work, but I'm still puzzling it out.

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  • Make winform run away from the mouse.

    - by JACK IN THE CRACK
    Okay so I'm trying to make a little gag program that will "run away" from the mouse. So, to get the mouse coordinates for the whole screen and not just the form control I had to create a little helper: static class MouseHelper { [DllImport("user32.dll")] [return: MarshalAs(UnmanagedType.Bool)] internal static extern bool GetCursorPos(ref Point pt); public static Point GetPosition() { Point w32Mouse = new Point(); GetCursorPos(ref w32Mouse); return w32Mouse; } } Now I thought I was going to use the MouseMove event... but that doesn't work for outside the form control either so I have an auto-enabled timer on a 10ms loop called timerMouseMove. public partial class Form1 : Form { public Form1() { InitializeComponent(); } private bool CollisionCheck() { Point win32Mouse = MouseHelper.GetPosition(); if (win32Mouse.X <= Location.X || win32Mouse.X >= (Location.X + Width)) return false; if (win32Mouse.Y <= Location.Y || win32Mouse.Y >= (Location.Y + Height)) return false; return true; } private void timerMouseMove_Tick(object sender, EventArgs e) { if (CollisionCheck()) Location = new Point(Location.X + 1, Location.Y + 1); } } So this works out nicely, at least I have the collision checking working and whatnot. But now, how should I go about figuring which side of the form the mouse has collided with, so that I can update its location to move in the opposite direction the mouse collides with it? And such halp

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  • How to create a semi transparent window in WPF that allows mouse events to pass through

    - by RMK
    I am trying to create an effect similar to the Lights out /lights dim feature in Adobe Lightroom (http://www.youtube.com/watch?v=87hNd3vaENE) except in WPF. What I tried was to create another window over-top of my existing window, make it transparent and put a semi transparent Path geometry on it. But I want mouse events to be able to pass through this semi transparent window (on to windows below). This is a simplified version of what I have: <Window x:Class="LightsOut.MaskWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" AllowsTransparency="True" WindowStyle="None" ShowInTaskbar="False" Topmost="True" Background="Transparent"> <Grid> <Button HorizontalAlignment="Left" Height="20" Width="60">click</Button> <Path IsHitTestVisible="False" Stroke="Black" Fill="Black" Opacity="0.3"> <Path.Data> <RectangleGeometry Rect="0,0,1000,1000 "/> </Path.Data> </Path> </Grid> The window is fully transparent, so on places where the Path doesn't cover, mouse events pass right through. So far so good. The IsHitTestvisible is set to false on the path object. So mouse events will pass through it to other controls on the same form (ie you can click on the Button, because it is on the same form). But mouse events wont pass through the Path object onto windows that are below it. Any ideas? Or better ways to solve this problem? Thanks.

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  • Flash: Using mouse wheel events in full screen mode (Windows and Mac)

    - by Amir
    Although Flash has a mouse wheel event (MouseEvent.MOUSE_WHEEL), it comes with quite a few problems. The first is that the event is not yet supported on the Mac. So there are a bunch of solutions, all of which (basically) capture the mousewheel (or DOMMouseScroll) event in javascript and pass it into the flash app. Luckily, under all the Mac browsers I tested, this also works when flash is in fullscreen mode. Problem 2 is that flash ignores mouse wheel events with small "deltas". For example, Microsoft's IntelliPoint Mice with "Smooth Scroll" causes this problem. A solution to this is the same as the solution for the mac... i.e. capture the javascript mouse wheel event in the browser and pass it to the app. The issue is that of the browsers in windows that I tested (firefox, ie, safari, and chrome), they don't seem to capture this event when flash is in full screen mode. Does anyone know why or how to fix that? I currently have a hybrid solution that always takes events from javascript (in non-fullscreen or fullscreen mode) except when it's in fullscreen mode on Windows (at which point it takes them from the flash mousewheel event). So the only times it fails is in full screen mode on Windows with a mouse that has small deltas. Anyone have a full solution? Or just a better one?

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  • A rectangle drawn with DrawingContext.DrawRectangle blocks mouse

    - by dharmatech
    The WPF program below puts up a window which looks like this: Mouse-movement outside the black square causes the window title to be updated with the mouse's position. The updating stops when the mouse enters the square. I'd like for MouseMove to continue to trigger even when the mouse is over the square. Is there a way to do this? using System.Windows; using System.Windows.Controls; using System.Windows.Media; namespace Wpf_Particle_Demo { class DrawingVisualElement : FrameworkElement { public DrawingVisual visual; public DrawingVisualElement() { visual = new DrawingVisual(); } protected override int VisualChildrenCount { get { return 1; } } protected override Visual GetVisualChild(int index) { return visual; } } public partial class MainWindow : Window { public MainWindow() { InitializeComponent(); var canvas = new Canvas(); Content = canvas; var element = new DrawingVisualElement(); canvas.Children.Add(element); CompositionTarget.Rendering += (s, e) => { using (var dc = element.visual.RenderOpen()) dc.DrawRectangle(Brushes.Black, null, new Rect(0, 0, 50, 50)); }; MouseMove += (s, e) => Title = e.GetPosition(canvas).ToString(); } } }

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  • How do I detect if both left and right buttons are pushed?

    - by Greg McGuffey
    I would like have three mouse actions over a control: left, right and BOTH. I've got the left and right and am currently using the middle button for the third, but am curious how I could use the left and right buttons being pressed together, for those situations where the user has a mouse without a middle button. This would be handled in the OnMouseDown method of a custom control. UPDATE After reviewing the suggested answers, I need to clarify that what I was attempting to do was to take action on the mouse click in the MouseDown event (actually OnMouseDown method of a control). Because it appears that .NET will always raise two MouseDown events when both the left and right buttons on the mouse are clicked (one for each button), I'm guessing the only way to do this would be either do some low level windows message management or to implement some sort of delayed execution of an action after MouseDown. In the end, it is just way simpler to use the middle mouse button. Now, if the action took place on MouseUp, then Gary's or nos's suggestions would work well. Any further insights on this problem would be appreciated. Thanks!

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  • Synthetic click doesn't switch application's menu bar (Mac OS X)

    - by Rok
    Hi. I'm developing some sort of air mouse application for iPhone platform. This applications connects to one computer service which generates mouse events on Mac OS X. I'm generating this events with CGEventCreateMouseEvent() and CGEventPost(). But I've encountered one problem. Let's say you are using Safari and then you click on free desktop space. If you do this with regular mouse it will hide Safari's top menu bar and show Finder menu bar. But on these synthetic events it doesn't act like that. Do I have to post some other event or set some additional properties? Here is my code for mouse up, mouse down: - (void)mouseUp:(int)button { int type = (button == LEFT_BUTTON) ? kCGEventLeftMouseUp : kCGEventRightMouseUp; int mouseButton = (button == LEFT_BUTTON) ? kCGMouseButtonLeft : kCGMouseButtonRight; leftMouseDown = (button == LEFT_BUTTON) ? NO : leftMouseDown; rightMouseDown = (button == RIGHT_BUTTON) ? NO : rightMouseDown; CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateHIDSystemState); CGEventRef event = CGEventCreateMouseEvent (source, type, CGSCurrentInputPointerPosition(), mouseButton); CGEventSetType(event, type); CGEventPost(kCGHIDEventTap, event); CFRelease(event); } - (void)mouseDown:(int)button { int type = (button == LEFT_BUTTON) ? kCGEventLeftMouseDown : kCGEventRightMouseDown; int mouseButton = (button == LEFT_BUTTON) ? kCGMouseButtonLeft : kCGMouseButtonRight; leftMouseDown = (button == LEFT_BUTTON) ? YES : leftMouseDown; rightMouseDown = (button == RIGHT_BUTTON) ? YES : rightMouseDown; CGEventSourceRef source = CGEventSourceCreate(kCGEventSourceStateHIDSystemState); CGEventRef event = CGEventCreateMouseEvent (source, type, CGSCurrentInputPointerPosition(), mouseButton); CGEventSetType(event, type); CGEventPost(kCGHIDEventTap, event); CFRelease(event); }

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